Homebrew Drok Species Details

 

Droks, Draconic Orks. The Dragon genes in this Bloodline are diluted in the sense that these Orks usually only have a different skin tone, and some scales for natural armor but rarely in some generations, a clan produces a true heir to the Dragon Blood. This can manifest physically or magically for a gifted Drok.

Drok Traits

The Ork carries the best of Orc traits mixed with beneficial traits of other races that their clan has bred with.

Ork Ancestry

Thanks to your orc blood, you have dark vision and a refined physique cultivated from previous generations.

Draconic Ancestry

You get a bonus to strength saving throws, a proficiency with intimidation checks, and  strength ability checks due to the strength of your ancestors as well as fluency with the Draconic language and script

Savage Fury

Once per day during Combat can enter Savage Mode, but the aftereffects leave the Ork Fatigued for the rest of the day (disadvantage on physical rolls). 

There's also a minimal chance that the Ork can enter Savage Mode when recieving damage equal to or above 10% of max health. ( d20 Saving throw greater than 2, no modifiers)

Dragon's Blood

Your dragon blood has started to manifest itself, granting you a beneficial adaptation.  

Awakened Bloodline

Through many hardships in life, your inner dragon evolves your body once more.

Once per week you can Wildshape into the form of your ancestor and assume its stats for 1 hour. 

Adult Dragon (256 HP)

AC 19

Speed 40 ft., climb 40 ft., fly 80 ft.

Ability Checks

  • STR+8
  • DEX+0
  • CON+7
  • WIS+1
  • CHA+5

Saving Throws

  • DEX+6
  • CON+13
  • WIS+7
  • CHA+11

Actions

  1. Multiattack: The Dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
  2. Bite: Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 7 (2d6) fire damage.
  3. Claw: Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.
  4. Tail: Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.
  5. Frightful Presence: Each creature of the dragon's choice that is within 120 ft. of the Dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become Frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, Ending the Effect on itself on a success. If a creature's saving throw is successful or the Effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
  6. Breath (Recharge 5-6 turns): The Dragon exhales fire in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking (18d6) fire damage on a failed save, or half as much damage on a successful one.
  7. Wing Attack (Costs 2 Actions/turns).The dragon beats its wings. Each creature within 10 ft. of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Previous Versions

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2/16/2023 1:53:12 AM
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